Design & UX
UI, UX, design systems, accessibility, visual design, and frontend polish
Browse design & ux skills
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> Visual kinship — elements sharing color, size, shape, or texture are perceived as related, creating categories without explicit labels
> Spatial grouping — elements near each other are perceived as related, controlling group membership through distance, with common region as a proximity amplifier
> Motion grouping — elements that move or change together are perceived as a unit, with implications for animation, loading states, and batch operations
> Pattern completion — the brain fills gaps in incomplete shapes (closure) and follows smooth paths over abrupt changes (continuity), with implications for icons, progress indicators, and visual flow
> Combining typefaces — contrast principles, superfamilies, serif+sans pairing rules, pairing by x-height and proportion, limiting to 2-3 families
> Microsoft's cross-platform design system covering the five foundational elements (light, depth, motion, material, scale), Acrylic and Mica materials, reveal highlight interactions, connected animations, responsive container strategies, and the Fluent 2 token theming architecture.
> System response design — immediate vs delayed feedback, optimistic updates, progress indicators, confirmation patterns, undo vs confirm, toast/snackbar/banner
> Empty and error state design — empty states as onboarding, error states as recovery, 404 pages, zero-data states, degraded states, constructive error messages
> Living system maintenance covering contribution models, deprecation processes, versioning strategies, adoption metrics, and documentation standards for treating a design system as a product.
> Documenting design decisions — design rationale, spec handoff, annotating designs, living documentation, decision logs, the DESIGN.md format
> Structured feedback — critique frameworks (like/wish/wonder, what/why/improve), separating subjective preference from objective assessment, avoiding "I don't like it"
> Data visualization principles — chart type selection, color encoding, annotation strategy, Tufte's data-ink ratio, accessible charts, avoiding chartjunk, and small multiples for comparison
> Color adaptation for dark themes — inverted hierarchy, reduced saturation, elevation through lightness, surface layering, and maintaining brand identity in dark contexts
> Luminance contrast for readability and visual weight — WCAG ratios, contrast as a hierarchy tool, contrast beyond accessibility
> Internal vs. external consistency — maintaining coherent patterns within a product, adhering to platform conventions, and knowing when to break consistency deliberately
> Anatomy of reusable components covering slots, variants, states, sizes, composition vs configuration, compound components, and when to split vs merge.
> Emotional and cultural associations of color — warmth/coolness, trust, urgency, industry conventions, and cultural variance for global product design
> Color wheel relationships — complementary, analogous, triadic, split-complementary, tetradic schemes with usage guidance for building cohesive palettes
> Color independence — conveying information without relying on color alone, building colorblind-safe palettes, and ensuring perceptual uniformity across all vision types
> Visual coherence across every touchpoint — mapping brand attributes to design decisions, voice-to-visual translation, consistency vs. monotony, brand flex zones, and multi-platform coherence
> Composition methodology for building design systems using five distinct levels of abstraction: atoms, molecules, organisms, templates, and pages.
> Apple's design philosophy covering clarity/deference/depth, vibrancy and material effects, SF Symbols integration, semantic color system, safe area management, and platform-specific navigation patterns across iOS, iPadOS, macOS, watchOS, and visionOS.
> Visual order through edge alignment, center alignment, optical alignment, and the invisible structure that consistent alignment creates across a page
> Perceived actionability — signifiers, constraints, mappings (Don Norman), flat design's affordance problem, touch targets, hover states as affordance